Spazznid
Member
Then again, I ask, what do you do with that shot?
A. You have a 4k monitor. (you don't).
B. You plan to inspect the shots at 100%, in which case you at best are catching 50% of the image, and are thus ruining the intended, arguably much more important composition of the shot, in order to inspect what kind of AA the poster was able to run (wtf).
C. You plan to view it in a presentation fit to your screen, in which case you are likely degrading the shot rather than improving it. There is literally no way to get around positively or negatively effecting the aliasing of the image without having a 4k monitor. There is no neutrality of which you speak. Unless you're after option B, which seriously, why?
Interesting, and I like the graphics. Maybe do a more in depth thing on aliasing, including dx9 vs. dx11 differences, injectors etc, and post that up? If you're still bored
Just this would be cool too.
Ahh, new page and no image.
Uru:
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It stretches in 2.35:1 unfortunately, but it really really suits this game.
Well, the main reason I was able to do as much as I did was due to me being able to change the settings on the fly, and also not having to unpause the game to see the changes. if I were to add in injectors, it might affect the fact that all of the shots are the exact same. And due to that, dx9 vs. dx11 is out of the question for any games where the camera, character, or foliage moves.